Darkbolt
(Invocation/Evocation – Shadow Weave)

This spell fires a bolt of necrotic energy which rends the soul of its target. Targets who fail a Save vs. Death at -2 have their maximum hit points cut in half for five rounds. Even if the target makes its save, they take 5d6+10 magic damage and their magic resistance, if any, is nullified for five rounds. If the bolt kills its target, the caster temporarily gains a 50% bonus to their maximum hit points for 1 turn and regains two spells of 8th level or below. This spell is not affected by Magic Resistance.

Umbral Stasis
(Alteration – Shadow Weave)

This powerful spell causes the shadow adept to partially shift to the Plane of Shadow at the exact same point as he was, creating an effect identical to the Time Stop spell. The caster may move freely for 3 rounds in terms of time in the Plane of Shadow while time stands still in the Prime Material Plane. Additionally, the shadow adept’s casting speed is increased by 4 and <PRO_HISHER> movement rate is doubled for the duration of the spell.

Nightsinger’s Tithe
(Conjuration/Summoning – Shadow Weave)

When Nightsinger’s Tithe is uttered, one creature within the spell range is slain. The target must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. Creatures slain by this spell have their souls sent to the Plane of Shadow as a sacrifice to Shar. There is an 50% chance that killing a target with this spell will permanently bestow 1 bonus hit point to the caster. Once 50 enemies have been slain with this spell, the shadow adept permanently gains +2 to Constitution, +1 to all saves and -1 casting time, and further castings of this spell will no longer grant hit points.

Enervation
(Necromancy – Shadow Weave)

The casting of this spell opens a channel between the caster’s plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining the target of two levels of experience every round for four rounds. A Saving Throw vs. Death at -4 can be made to avoid losing levels after the first round. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest’s Restoration spell. Additionally, the caster is restored of 1-4 lost spells of 8th level or below for every instance of level loss of the target.

Black Blade of Disaster
(Invocation/Evocation – Shadow Weave)

This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster’s hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points.

Weird
(Illusion/Phantasm – Shadow Weave)

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The target first gets a save vs. spells at -4 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a save vs. death at -2 or die from fear. If a subject succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

Death Mark
(Necromancy – Shadow Weave)

This horrific spell marks a specific target with a curse that dooms them to an inevitable end. The victim suffers 15% of their maximum hit points in damage on the first round with no save. On the next round, they must make another saving throw vs. death at -5 or suffer the same amount of damage, then on the next round, make another saving throw at -4, and so on until a save modifier of zero. The curse remains indefinitely until the target is either killed, the curse is dispelled or resisted, or a successful save is made.

Oblivion Pull
(Abjuration – Shadow Weave)

When Oblivion Pull is cast, the shadow adept launches a tiny, fast-moving projectile towards a target which opens a portal using the target’s body as a catalyst. When this happens, the portal pulls it and all other creatures within a 7.5 ft. radius into it and sends them to a small pocket in the Plane of Shadow where they are trapped indefinitely. The victim remains there unless the spell “Freedom” is cast. If a Freedom spell is cast in the area where the creature was imprisoned, then <PRO_HESHE> will reappear exactly where <PRO_HESHE> was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw against imprisonment for the target, but creatures within a 5 ft. radius may make a Save vs. Spells at -6 to resist being pulled into the portal.

Fiery Pandemonium
(Invocation/Evocation – Shadow Weave)

When the caster utters the words to this powerful spell, <PRO_HESHE> calls upon powerful forces indeed. These forces bring forth a storm of shadow fire, dealing 6d10 fire and magical damage per round with no Saving Throw. Additionally, anyone within the storm must make a Saving Throw vs. Death each round or be petrified permanently. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The caster is well advised to be careful in <PRO_HISHER> use of this spell. This spell is not affected by Magic Resistance. Creatures immune to fire are unaffected.